Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

20 July 2013

City Quiz for iPhone

I liked this little quiz game. Here are the solutions.

  1. Dubai
  2. London
  3. Paris
  4. Amsterdam
  5. New York
  6. Los Angeles
  7. Moscow
  8. Rome
  9. Male
  10. Beijing
  11. Milan
  12. Florence
  13. Chicago
  14. Athens
  15. San Francisco
  16. Toronto
  17. Sydney
  18. Barcelona
  19. Delhi
  20. Puerto Iguazu
  21. Miami
  22. Munich
  23. Monaco
  24. San Diego
  25. Tokyo
  26. Cairo
  27. Istanbul
  28. Lhasa
  29. Brussels
  30. Las Vegas
  31. Hong Kong
  32. Prague
  33. Montreal
  34. Bangkok
  35. Geneva
  36. Melbourne
  37. Shanghai
  38. Rio de Janerio
  39. Dublin
  40. Punta Cana
  41. Mecca
  42. Lisbon
  43. Vatican
  44. Houston
  45. Havana
  46. Venice
  47. Berlin
  48. Dallas
  49. Jerusalem
  50. Washington
  51. Madrid
  52. Taipei
  53. Atlanta
  54. Bucharest
  55. Edinburgh
  56. Valencia
  57. Lima
  58. Luxor
  59. Copenhagen
  60. Shenzhen
  61. Marrakesh
  62. Petra
  63. Stockholm
  64. Zurich
  65. Auckland
  66. Ho Chi Minh
  67. Seattle
  68. Singapore
  69. Chiang Mai
  70. Agra
  71. Palermo
  72. Macau
  73. Mexico City
  74. Ushuaia
  75. Buenos Aires
  76. Bogota
  77. Boston
  78. Siem Reap
  79. Bali
  80. Oslo
  81. Budapest
  82. Orlando
  83. Seville
  84. Kiev
  85. Cancun
  86. Vienna
  87. Manila
  88. Chennai
  89. Cannes
  90. Pattaya
  91. Kathmandu
  92. Antalya
  93. Jakarta
  94. Honolulu
  95. Warsaw
  96. Ha Noi
  97. Santorini
  98. Sao Paulo
  99. Seoul
  100. Riyadh
  101. Goa
  102. Phnom Penh
  103. St Petersburg
  104. New Orleans
  105. Kuala Lumpur
  106. Phuket
  107. Cape Town
  108. Vancouver
Enjoy!


02 June 2012

Boken design series: Gamevil's Fantasy War

With this post I will start a series dedicated to broken design. What's broken design? It's about things that we use that are fundamentally flawed. It's about stuff that seems obvious to some people but not to product designers.
I will start the series with a post about a game for the iPhone that I recently tried. The game is called Fantasy War, produced by Gamevil, and can be found on the Gamevil website and on iTunes.
The purpose of the game is to become the leader of a fantasy realm. You can be human, orc or elf, and you progress through the game by completing some quests, battling the forces of evil in some dungeon, and waging war against other players. As you accumulate experience and resources, you can improve the infrastructure (gold mine and lumber mill), learn new skills (cloth making, leatherworking, etc), upgrade your weapons, and hire stronger and more powerful armies. The graphics resembles some 1990s arcade games, but it's still not bad for a mobile game. The rules are fairly quick to learn without explicit instructions and the level progression gradually unlocks more interesting content. The developers make money selling "runestones", which allow you to do a lot more stuff and get really powerful armies.
Sounds ok, right? Well I actually like the game. It's very easy to play and the content is not bad at all. So where's the problem? What's the broken design?
Well, the problem is that this is not an iPhone game, or at least it's not meant to be. When you install the game, you actually install a simplified internet browser with little or no content. Every time you interact with the game, you actually navigate through a web page. All commands, all icons, all images, are just hyperlinks on a web page. Hang on, so where's the problem? I use internet all the time with my iPhone, and I have a lot of games on my iPhone that need an internet connection to work. No big deal. No, indeed, it wouldn't be a big deal... if the game wasn't so connection greedy! There is no content on the iPhone. Everything needs to be downloaded from the internet, including all the images (and there are a LOT of images!). In other words, this game assumes that it is running on a permanently connected device on broadband speeds... which is exactly the opposite of what an iPhone is. My user experience with this game goes something like this:
  1. start the game
  2. watch the rotating "loading..." icon for a few seconds
  3. watch a dark screen behind the "loading..." icon
  4. watch the text labels of the home screen appear behind the "loading..." icon
  5. watch the graphic background appear behind the "loading..." icon
  6. watch the images loading in chunks behind the "loading..." icon
  7. home screen fully loaded
  8. tap on any activity
  9. watch the rotating "loading..." icon for a few seconds
  10. repeat from point 3
In the end, I spend more time watching the rotating "loading..." icon that actually playing the game. Add to this the fact that there is no fault tolerance built in this simple browser, and you also get to build familiarity with the "check your internet connection" error, after which you can only shut down the game and start it again.
Also add to this the fact that dungeons are time limited (you need to kill the boss within 'N' minutes, or you have to wait for an hour or more before you can try again) and you can see how you can quickly build up frustration.
The cherry on the cake is that if something goes wrong with the game you get some Korean error message popping up, which is ok if you can read and understand Korean (I can't do either).
The verdict: broken design!
This is a basic architectural requirement for anything that is supposed to run on an iPhone: it must (please note, "must", not "should") be built for a seldom connected environment with less-than-broadband speeds. If that's not the case, then don't bother.